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Home-Mess System  Presentation III: Evaluation of Prototype IArundhati, Ihab, Ibrahim, Fareed, Zain
[object Object]
The earlier we start testing, the better the testing strategy, the better the test coverage, the sooner we can reveal the flaws and address them.
Uncovering a flaw when a solution is still in early construction phases is a reasonably cost effective and easy flaw to resolve “TESTING” THE MOMENT OF TRUTH Introduction Source- http://blogs.msdn.com/willy-peter_schaub
Objectives ,[object Object]
Identification of barriers to successful penetration of the system functions
Evaluation of non-response (non-participation) elements in design
Exploitation of evaluations results and outcomes for improving system layout and architecture “Reaching a deeper understanding of the users' expectations and impressions of the system.”
Our Approach  Step 1: Decide on testing strategy ,[object Object]
 Involving both developers and users
Starting from the ‘inside’
Define the boundaries and scope   Step 2: Prepare the ‘battle plan’ ,[object Object]
Define process of task scenariosfor testing,[object Object]
User Testing Cognitive Walkthrough FIELD THEORY TRIANGULATION EXPERT Heuristic Evaluation
Theory Based- Cognitive Walkthrough     Measure the usability aspect by collecting empirical data of task breakdown and recognizing the sequence/path taken by the user.    Field Based- User Testing      Observation of users in their home environment. A basic structure would be kept as a guideline. It’s a user centric approach    Expert Based- Heuristic Evaluation     Identify usability problems based on established human factors principles. The method will provide recommendations for design improvements.   
Cognitive Walkthrough
The stages in a cognitive walkthrough and the dependencies between  stages Preparation Phase Execution Phase
Task Based Walkthroughs- Approach Users Identified: what knowledge, skills, experience will they have? Tasks Identified: set of representative tasks sequence of actions needed to achieve each task
processing model of human cognition
Predefined problem criteria User articulates a goal & cannot succeed in attaining it within 2 minutes User explicitly gives up User articulates a goal and has to try three or more actions to find a solution User produces a result different from the task given User expresses surprise User expresses some negative affect or says something is a problem User makes a design suggestion
KLM: Keystroke Level Model K	             Press a key or button P		Point to a target on the                         display H		Home hands on input                        device D		Draw a line segment M		Mentally prepare for an                        action R		(system response time) KLM Operators:
User Testing
Set task scenarios for user testing Recruit prospective users Record each session of testing Observe and Analyse data Follow up with a cooperative evaluation questionnaire Think aloud protocol : Approach
Task Scenario “Create a new task” To ascertain the path that the user would follow and their understanding of the system layout “Leave a direct message”To test the user’s intuition when no clear path has been     defined. “Create a new event” “Check for reminders”
Users Tested  "Anything that can go wrong will go wrong”                                         - Murphy’s Law Measures of usability should cover:    ,[object Object]
Efficiency ( the level of resource consumed in performing tasks)
Satisfaction (users’ subjective reactions to using the system),[object Object]
Questionnaire
User Quotes “Good white space – links are obvious – clearly labeled – browsing divided very nicely – good subcategories.” “What is ‘camera’  icon for?  It was the first choice I noticed.” “I think the designers have done well” “I don’t know which button to click with the options present in more  that one place on the main screen.”
Heuristics Evaluation

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Home Mess System III

  • 1. Home-Mess System Presentation III: Evaluation of Prototype IArundhati, Ihab, Ibrahim, Fareed, Zain
  • 2.
  • 3. The earlier we start testing, the better the testing strategy, the better the test coverage, the sooner we can reveal the flaws and address them.
  • 4. Uncovering a flaw when a solution is still in early construction phases is a reasonably cost effective and easy flaw to resolve “TESTING” THE MOMENT OF TRUTH Introduction Source- http://blogs.msdn.com/willy-peter_schaub
  • 5.
  • 6. Identification of barriers to successful penetration of the system functions
  • 7. Evaluation of non-response (non-participation) elements in design
  • 8. Exploitation of evaluations results and outcomes for improving system layout and architecture “Reaching a deeper understanding of the users' expectations and impressions of the system.”
  • 9.
  • 10. Involving both developers and users
  • 11. Starting from the ‘inside’
  • 12.
  • 13.
  • 14. User Testing Cognitive Walkthrough FIELD THEORY TRIANGULATION EXPERT Heuristic Evaluation
  • 15. Theory Based- Cognitive Walkthrough Measure the usability aspect by collecting empirical data of task breakdown and recognizing the sequence/path taken by the user.   Field Based- User Testing Observation of users in their home environment. A basic structure would be kept as a guideline. It’s a user centric approach   Expert Based- Heuristic Evaluation Identify usability problems based on established human factors principles. The method will provide recommendations for design improvements.  
  • 17. The stages in a cognitive walkthrough and the dependencies between stages Preparation Phase Execution Phase
  • 18. Task Based Walkthroughs- Approach Users Identified: what knowledge, skills, experience will they have? Tasks Identified: set of representative tasks sequence of actions needed to achieve each task
  • 19. processing model of human cognition
  • 20. Predefined problem criteria User articulates a goal & cannot succeed in attaining it within 2 minutes User explicitly gives up User articulates a goal and has to try three or more actions to find a solution User produces a result different from the task given User expresses surprise User expresses some negative affect or says something is a problem User makes a design suggestion
  • 21. KLM: Keystroke Level Model K Press a key or button P Point to a target on the display H Home hands on input device D Draw a line segment M Mentally prepare for an action R (system response time) KLM Operators:
  • 23. Set task scenarios for user testing Recruit prospective users Record each session of testing Observe and Analyse data Follow up with a cooperative evaluation questionnaire Think aloud protocol : Approach
  • 24. Task Scenario “Create a new task” To ascertain the path that the user would follow and their understanding of the system layout “Leave a direct message”To test the user’s intuition when no clear path has been defined. “Create a new event” “Check for reminders”
  • 25.
  • 26. Efficiency ( the level of resource consumed in performing tasks)
  • 27.
  • 29.
  • 30.
  • 31. User Quotes “Good white space – links are obvious – clearly labeled – browsing divided very nicely – good subcategories.” “What is ‘camera’ icon for? It was the first choice I noticed.” “I think the designers have done well” “I don’t know which button to click with the options present in more that one place on the main screen.”
  • 35.
  • 36.
  • 40.
  • 41. Triangulated by methods:- Cognitive Walkthrough - User Testing - Heuristic Evaluation
  • 42. Formulated data and analyzed the severity for each problem
  • 43.